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Two New Monsters, Template & Magic Item (Players Stay Out!)
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<blockquote data-quote="howandwhy99" data-source="post: 1882503" data-attributes="member: 3192"><p>[font=Arial, sans-serif]<span style="font-size: 10px">In hopes I might actually use these in a homebrew adventure, Diaglo, Olgar, JoeBlank, Biorph, and all others in the Banewarrens or OD&D group, PLEASE DO NOT READ THIS THREAD.</span>[/font]</p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p>[font=Arial, sans-serif]<span style="font-size: 10px">I thought we could use another introduction (if anyone is following along). The 3 creature types came out better than I expected. And I even like the current magic item rules. Prices, CRs and general balancing is still mostly based off of MM and Grim Tales systems. And they are still a bit fuzzy to me. These would certainly need playtesting.</span>[/font]</p><p> </p><p><span style="font-family: 'Arial'">That said, I do have more surprises in store. So keep a lookout.</span></p><p> </p><p> </p><p> </p><p>[font=Arial, sans-serif]<span style="font-size: 10px"><strong>(the meat)</strong></span>[/font]</p><p>[font=Arial, sans-serif]<span style="font-size: 10px">As a companion piece to Nolzur's Marvelous Pigments, I came up with another item he may have created: Nolzur's Emergent Emulsions. Similar to the pigments, the emulsions can create any nonvaluable object as well. Except these objects are always intelligent. Moreover, creatures of any type can also be create; both real and imagined (within the campaign world).</span>[/font]</p><p> </p><p><span style="font-size: 10px">[font=Arial, sans-serif]Anyways, what I am desiging is: the magic item/artifact "<u>Nolzur's Emergent Emulsions</u>", a template for typical creatures created "<u>Painted Creature</u>", a new monster for completely original creatures created (based off the Astral Construct model) "<u>Invented Paint Creature</u>", and a new monster for intelligent objects created (based off of the Animated Object model) "<u>Animated Paint Object</u>" .[/font]</span></p><p> </p><p>[font=Arial, sans-serif]<span style="font-size: 10px">I am going off the assumption that intelligences created would have instinctual knowledge (i.e. spell-like abilities, speech, attacks, etc). What they would not have at their creation would be Skills and Feats. However, creatures capable of advancing either by class or HD could learn skills and feats from that point forward. While "advanced" HD creatures could be created (simply by painting them larger or feircer, but still w/o skills or feats), classes could not be generated initially. For example, an advanced 21HD treant could be painted from scratch, but Troll Hunter, 6th level ranger could not. The painted Troll would need to take the class levels after it was created (painted).</span>[/font]</p><p> </p><p>[font=Arial, sans-serif]<span style="font-size: 10px">For your review, here are the details for Nolzur's Marvelous Pigments:</span>[/font]</p><p> </p><p><span style="font-size: 12px">[font=Times New Roman, serif]</span><span style="font-size: 12px">[/font]</span></p><p> </p><p> </p><p><strong>Questions:</strong></p><p><strong>- The Construct traits don't really match up with the fact that the paint becomes the substance painted.</strong></p><p><strong>- The template CR HD adjustment is a guess. Level adjustment is a guess.</strong></p><p><strong>- Some Special Attacks are also considered Monster only feats. Yet are not listed in the feat section of the statblock. Do they still qualify as learned behavior? </strong></p><p><strong>- No Supernatural or Spell-Like abilities are given to invented creatures or objects. Should I remove Su and Sp abilities from the template creatures too? Could the template still be uniform then?</strong></p><p><strong>- Intelligence for templated creatures is always at least 1. Invented creatures and objects receive 10 in all "mental" abilities. Should this hold true for templated creatures too?</strong></p><p><strong>- The Emergent Emulsions magic item cost is based off of summoning spells. It is loosely priced as creatures with challenge ratings up to 24 could potentially be created.</strong></p><p> </p><p>[font=Arial, sans-serif]<span style="font-size: 10px">Conjecture:</span>[/font]</p><p>[font=Arial, sans-serif]<span style="font-size: 10px">Based upon the descripton, magic items cannot be created. But in order for an object to be intelligent, it must also be a permanent magical item. I would prefer magic items not be possible to create with the emulsions or they would be vastly overpowered. So maybe this could be an exception to the intelligent magic item rule? Maybe they could simply be continual lighted objects? Or have a permanent Nystul's magical aura?</span>[/font]</p><p> </p><p>[font=Arial, sans-serif]<span style="font-size: 10px">On the other hand however, I would like creatures to be able to be generated with all their special abilities, including magical ones, so the "no magic" rule doesn't hold up in all cases. Why could a magical creature be created, but a magical item could not be? </span>[/font]</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 1882503, member: 3192"] [font=Arial, sans-serif][size=2]In hopes I might actually use these in a homebrew adventure, Diaglo, Olgar, JoeBlank, Biorph, and all others in the Banewarrens or OD&D group, PLEASE DO NOT READ THIS THREAD.[/size][/font] [font=Arial, sans-serif][size=2]I thought we could use another introduction (if anyone is following along). The 3 creature types came out better than I expected. And I even like the current magic item rules. Prices, CRs and general balancing is still mostly based off of MM and Grim Tales systems. And they are still a bit fuzzy to me. These would certainly need playtesting.[/size][/font] [font=Arial]That said, I do have more surprises in store. So keep a lookout.[/font] [font=Arial, sans-serif][size=2][b](the meat)[/b][/size][/font] [font=Arial, sans-serif][size=2]As a companion piece to Nolzur's Marvelous Pigments, I came up with another item he may have created: Nolzur's Emergent Emulsions. Similar to the pigments, the emulsions can create any nonvaluable object as well. Except these objects are always intelligent. Moreover, creatures of any type can also be create; both real and imagined (within the campaign world).[/size][/font] [size=2][font=Arial, sans-serif]Anyways, what I am desiging is: the magic item/artifact "[u]Nolzur's Emergent Emulsions[/u]", a template for typical creatures created "[u]Painted Creature[/u]", a new monster for completely original creatures created (based off the Astral Construct model) "[u]Invented Paint Creature[/u]", and a new monster for intelligent objects created (based off of the Animated Object model) "[u]Animated Paint Object[/u]" .[/font][/size] [font=Arial, sans-serif][size=2]I am going off the assumption that intelligences created would have instinctual knowledge (i.e. spell-like abilities, speech, attacks, etc). What they would not have at their creation would be Skills and Feats. However, creatures capable of advancing either by class or HD could learn skills and feats from that point forward. While "advanced" HD creatures could be created (simply by painting them larger or feircer, but still w/o skills or feats), classes could not be generated initially. For example, an advanced 21HD treant could be painted from scratch, but Troll Hunter, 6th level ranger could not. The painted Troll would need to take the class levels after it was created (painted).[/size][/font] [font=Arial, sans-serif][size=2]For your review, here are the details for Nolzur's Marvelous Pigments:[/size][/font] [size=3][font=Times New Roman, serif][/size][size=3][/font][/size] [b]Questions: - The Construct traits don't really match up with the fact that the paint becomes the substance painted. - The template CR HD adjustment is a guess. Level adjustment is a guess. - Some Special Attacks are also considered Monster only feats. Yet are not listed in the feat section of the statblock. Do they still qualify as learned behavior? - No Supernatural or Spell-Like abilities are given to invented creatures or objects. Should I remove Su and Sp abilities from the template creatures too? Could the template still be uniform then? - Intelligence for templated creatures is always at least 1. Invented creatures and objects receive 10 in all "mental" abilities. Should this hold true for templated creatures too? - The Emergent Emulsions magic item cost is based off of summoning spells. It is loosely priced as creatures with challenge ratings up to 24 could potentially be created.[/b] [font=Arial, sans-serif][size=2]Conjecture:[/size][/font] [font=Arial, sans-serif][size=2]Based upon the descripton, magic items cannot be created. But in order for an object to be intelligent, it must also be a permanent magical item. I would prefer magic items not be possible to create with the emulsions or they would be vastly overpowered. So maybe this could be an exception to the intelligent magic item rule? Maybe they could simply be continual lighted objects? Or have a permanent Nystul's magical aura?[/size][/font] [font=Arial, sans-serif][size=2]On the other hand however, I would like creatures to be able to be generated with all their special abilities, including magical ones, so the "no magic" rule doesn't hold up in all cases. Why could a magical creature be created, but a magical item could not be? [/size][/font] [/QUOTE]
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